#ifndef VertexCommon_H
#define VertexCommon_H

struct VS_IN {
    float4 vertex : POSITION;
    float4 texcoord : TEXCOORD0;
};

struct VS_OUT {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
};

#define FS_IN VS_OUT

VS_OUT vert(VS_IN v) {
	VS_OUT o;
	o.pos = UnityObjectToClipPos(v.vertex);
#ifdef UNITY_REVERSED_Z
	o.pos.z = 0;
#else
	p.pos.z = 1;
#endif
	o.uv = v.texcoord;
	return o;
}
#endif